Engineer - Celestial Rifle

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Usage

Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.

Damage: 244

Foe Launch Distance: 450

Self Knockback Distance: 300

Range: 600

is great for disrupting enemy res attempts (also for decapping). If the resurrector has Stability simply use this skill on the downed enemy to knock him out of range. In an 1v1 scenario you can use the same method to push enemies off the capture point, which opens the opportunity to cap it without performing a stomp so you can leave your enemy bleeding out, robbing precious time from your opponent.

Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)

are:

Jump Shot

1

20

Jump Shot

Blast the ground, damaging nearby foes and leaping to your target.

Leap Damage: 219

Landing Damage: 438

3Vulnerability (7s): 3% Incoming Damage

Radius: 240

Combo Finisher: Leap

Range: 800

and

Blunderbuss

½

10

Blunderbuss

Fire a cloud of shrapnel that causes more damage the closer you are to foes.

Damage at 0-250 Range: 390

Damage at 250-400 Range: 341

Damage at 400-550 Range: 292

Damage at 550-700 Range: 244

4Bleeding at Range 0-250 (4s): 680 Damage

3Bleeding at Range 250-400 (4s): 510 Damage

2Bleeding at Range 400-550 (4s): 340 Damage

Bleeding at Range 550-700 (4s): 170 Damage

Range: 700

on Rifle.

Pry Bar

½

15

Pry Bar

Confuse your foe by smacking them with a pry bar.

Damage: 658

5Confusion (5s): 325 Damage On Skill Use

Range: 130

on Toolkit.

Cast the skill, and just before it does the damage, swap to another kit. The skill casting won't get interrupted and the weapon swap will trigger the sigil (unless it's on CD).

These skills are hard to land, so try to use them after a

Net Shot

10

Net Shot

Immobilize foes with a net shot.

Immobilize (2s): Unable to move.

Range: 1,200

,

Overcharged Shot

15

Overcharged Shot

Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.

Damage: 244

Foe Launch Distance: 450

Self Knockback Distance: 300

Range: 600

or

Magnet

1¼

25

Magnet

Pull your target to you.

Range: 1,200

Unblockable

pull.

Throw Wrench

½

17

Throw Wrench

Throw a wrench that returns to you, striking foes each way.

Damage: 355

2Vulnerability (5s): 2% Incoming Damage

Cripple (2s): -50% Movement Speed

Number of Targets: 5

Combo Finisher: Physical Projectile

Range: 900

(Toolkit's toolbelt skill) is a projectile finisher, for instance you can use it in a Water Field in order to gain Regeneration. This skill also does decent damage and hits foes twice - once when you throw it and again on its way back.

Making a 2nd healing skill

You can use Water Fields provided by your healing skill (

Healing Turret

½

20

Healing Turret

Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.

Tool kit basics: Toolkit is a very handy set once you learn to use it, the main reason to take it is not the damage.

Box of Nails

¾

10

Box of Nails

Scatter nails that bleed and cripple foes.

Bleeding (2s): 85 Damage

Cripple (2s): -50% Movement Speed

Number of Targets: 5

Box of Nails Duration: 4 seconds

Radius: 240

Unblockable

- the bleed damage you get from it is insignificant, but it's good for crippling enemies

Pry Bar

½

15

Pry Bar

Confuse your foe by smacking them with a pry bar.

Damage: 658

5Confusion (5s): 325 Damage On Skill Use

Range: 130

- the 5 stacks of confusion this skill applies is just great and the skill's damage also scales well with Power, tho it can be difficult to land, therefore people usually use it after a Magnet pull.

Gear Shield

3

20

Gear Shield

Block attacks.

Duration: 3 seconds

- a low CD block, this skill will save your life many many times, one of the main reasons to take this kit.

Magnet

1¼

25

Magnet

Pull your target to you.

Range: 1,200

Unblockable

- it can be used for more than just setting up a hit with Pry Bar, for instance if used at the right spot, the engineer can pull people to really unwanted places: at Temple of the Silent Storm it's possible pull people into the pit at the upper buff, pull others to glass panels on Skyhammer, or from a window at Kyhlo's Clocktower pull a bunker onto the stairs from the cap point, often forcing another member of the enemy to stand on the point until the bunker climbs back or giving enough time to one of your teammates to decap the point (even better, you can just leap to the node with Jump Shot). It's also Unblockable and if you can predict a guardian's

Shelter

1¼

30

Shelter

Block attacks while healing.

Healing: 4,555

Block Duration: 2 seconds

or just get lucky, you can interrupt it, which send his heal on full CD without healing him.

Elixir gun basics:(if you take it)

Fumigate

2¼

12

Fumigate

Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.

5Damage: 140

5Poison (2s): 335 Damage, -33% Heal Effectiveness

5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage

Conditions removed: 5

Number of Targets: 5

Range: 450

- excellent party condi cleansing and AoE Poison application. Use it on downed enemies to hinder res attempts.